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Nicholas Ralabate
nicholasralabate
About Me
専門知識
VFX Artist
業界:
Film/TV
Connect
LOCATION
United States
ウェブサイト
Houdini Engine
Availability
Not Specified
Recent Forum Posts
Simple Matrix Q (Transforming Bullet Packed Primitives) 2025年2月18日13:59
Thanks again, this super helpful for learning purposes. I likethe best -- it is consistent with how I write rig wrangles and the granularity of one-vex-function-per-transformation helps me build an intuition for which transformations need to happen in which order.
translate(m, offset)
KineFX (Rig Wrangle) AFTER Apex Scene Animate 2025年2月18日4:15
Hi, this page shows how to add some APEX Scene Animate animation AFTER some KineFX animation... but is it possible to do the opposite? Can we animate characters in APEX Scene Animate and then follow it up with some KineFX rig wrangles for spinning props etc.?
https://www.sidefx.com/docs/houdini/character/kinefx/animationworkflow.html#add_animation [www.sidefx.com]
I don't see that workflow anywhere on the Animation Workflow page. I tried simply placing the APEX Scene Animate SOP before my APEX Control Extract SOP but that didn't work.
https://www.sidefx.com/docs/houdini/character/kinefx/animationworkflow.html#add_animation [www.sidefx.com]
I don't see that workflow anywhere on the Animation Workflow page. I tried simply placing the APEX Scene Animate SOP before my APEX Control Extract SOP but that didn't work.
Simple Matrix Q (Transforming Bullet Packed Primitives) 2025年2月17日22:38
Awesome, that was really helpful! I was trying to do it by hand, and the docs on that page helped me understand a little more. Though to be honest, I just ended up brute forcing the sequence. Since there were only three operations (P, pivot, orient) I thought there would be only 3*2*1 combinations. But apparently pivot is supposed to be an inverse transformation so there was the 3*2*1 orderings of (P, pivot, orient) plus 3*2*1 more orderings of (P, -pivot, orient).
Anyways, I ended up with this sequence, which I sort of get but wanted to ask if there were a more concise way to type:
My understanding is that pivot is the MOST important, so it needs to be accounted for before the rotation and transform.
Also, I was kind of a dummy and originally trying to compute the translation component of the matrix by figuring out the displacement from P_rest to the P that the Bullet Solver generated but I guess that wasn't necessary.
Anyways, is this the correct way to build the matrix? Or is there a more direct way to build the translation matricies?
Anyways, I ended up with this sequence, which I sort of get but wanted to ask if there were a more concise way to type:
matrix m = ident(); m *= maketransform({0, 0, 1}, {0, 1, 0}, -v@pivot); m *= qconvert(p@orient); m *= maketransform({0, 0, 1}, {0, 1, 0}, v@P); 4@transform = m;
My understanding is that pivot is the MOST important, so it needs to be accounted for before the rotation and transform.
Also, I was kind of a dummy and originally trying to compute the translation component of the matrix by figuring out the displacement from P_rest to the P that the Bullet Solver generated but I guess that wasn't necessary.
Anyways, is this the correct way to build the matrix? Or is there a more direct way to build the translation matricies?